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Corresponding author email: abunaimrohman@gmail.com
DOI: https://doi.org/10.18196/ftl.v9i1.18789
Abstract
This study aims to understand the English learning process using Arloopa as a digital medium.
This study uses a descriptive qualitative design. To answer the problem of the study, the
researcher observed the learning and teaching process in an Islamic secondary school in Malang.
Two classes were observed by immersion in the classroom to get data. To verify the data obtained,
the researcher checked the learning module document. The researcher revealed that using
Arloopa as a digital learning media requires additional skill technology for the teacher if the
students need to be equipped with a mobile phone, which Arloopa is only working with a mobile
phone. The teacher should connect the mobile phone’s display to the LCD projector so that the
students can view an object displayed by Arloopa. It would be different if each student in the
class utilized an Android phone.
Keywords: arloopa; augmented reality; descriptive text; digital learning media; TEFL
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
Introduction
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
Literature Review
Augmented Reality
One of the hottest subjects these days is augmented reality, a kind of experience that
enhances reality as it already exists (Yildiz, 2022). In a nutshell, this idea is that computers
augment and transform reality. Augmented reality (AR) is a new technology that involves the
overlay of computer graphics on the real world” (Silva et al., 2003). Three elements describe
Augmented Reality: blending the actual and virtual worlds, real-time interaction, and registration
in 3D (Silva et al., 2003). , this technology combines the real world with virtual objects and
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
provides interaction between real and virtual objects. It is essential to differentiate augmented
reality (AR) from virtual reality (VR) due to the presence of virtual items. While items in VR are
exhibited in a simulated world, those in AR are displayed in real time and within their
surroundings (Yilmaz & Goktas, 2018). Applications for augmented reality are already widely
utilized in daily life, mostly on mobile devices. The most popular ones include Google Street
View, Google ARCore, and Microsoft HoloLens.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
Arloopa offers various features that can be utilized as learning media in educational
settings. Some of these features include: (1) Marker-based, markerless, and location-based AR:
Arloopa supports different methods of augmented reality, allowing for versatile and flexible
integration of digital content into real-world environments; (2) Video, photo, and GIF recording:
Users can record and save videos, photos, and GIFs using the Arloopa application, which can be
used for later review or sharing purposes; (3) Social sharing: Arloopa enables users to share their
augmented reality experiences with others, fostering collaboration and communication among
learners; (4) In-app 3D objects library: The application comes with a diverse library of 3D objects
that can be used to enhance learning experiences and provide a more immersive environment
for students; (5) Customizable teaching context: Arloopa allows educators to adapt the
application to their specific teaching needs, incorporating custom content and themes; (6) Wide
range of subjects: Arloopa can be used to teach various subjects, including English, Math,
Science, Fine Arts, and Computer, among others; (7) Immersive and interactive learning:
Arloopa's augmented reality features make learning more engaging and interactive, allowing
students to better understand and retain information (Roussos et al., 2022; Yildiz, 2022).
Figure 1. AR Arloopa example with a virtual penguin in real-time
Authors’ collection
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
Method
The current study uses a qualitative approach with a descriptive design to understand the
English learning process by utilizing Arloopa as a digital learning media. To collect data, the
researcher uses observation in the class. The context of this study is the learning and teaching
process in an Islamic junior high school (MTs) in Malang district, which has implemented
Kurikulum Merdeka for seventh grade. The purposive sample is English in the 7th class with a
descriptive text topic. The study is conducted in the second semester of the academic year
2022/2023. As additional information, the students of this school mostly stay in Islamic
boarding schools that do not allow them to equip themselves with mobile phones in their daily
learning and when they are in school.
The researcher will undertake the following steps. First, the researcher will read literature
about using Arloopa digital learning media. In the next step, the researcher will observe the
teaching and learning process, which is utilized with the Augmented Reality (AR) -based learning
media of Arloopa. During the teaching and learning process, the researcher will observe, make
notes, and record the learning process.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
To analyze the data, the researcher uses thematic analysis, in which the researcher
involves one participant in a single case study, namely the researcher himself, whose role is that
of the English teacher of the selected class (Braun & Clarke, 2022).
Learning media has a significant role in the learning process. It helps the teacher to
deliver the material and the students to get comprehension on the delivered materials. It is like
a bridge that connects the material and students. Nowadays, many teachers utilize digital learning
media in their teaching. Digital learning media is supposed to be more attractive to the students.
The teacher attempts to find an appropriate digital learning media considering the learning
materials. The teacher, in this study applied Arloopa as the learning media.
Arloopa is an augmented reality application (AR) designed to provide immersive and
interactive AR experiences for various industries and applications. The researcher tried to unlock
the features of Arloopa. They are:
1. Augmented Reality Content Creation: This application offers tools and capabilities to
create and design AR content; it enables users to develop their own AR experiences,
including 3D object tracking, image recognition, spatial mapping, and animation
features.
2. Marketing and Advertising: It enables businesses and marketers to leverage AR
technology for promotional purposes. It allows them to create engaging and interactive
AR campaigns, such as AR product visualizations, virtual try-on experiences, and
gamified marketing activations.
3. Education and Training: Arloopa can enhance learning experiences in educational
settings. It enables the creation of AR educational content, such as interactive
simulations, virtual tours, and 3D visualizations, to make complex subjects more
accessible and engaging.
4. Entertainment and Gaming: It has applications in the entertainment industry, offering
opportunities for AR-based gaming experiences. It allows developers to create AR games
that blend the virtual and real worlds, providing users with unique and immersive
gameplay experiences.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
5. Real Estate and Architecture: Arloopa can be used in the real estate and architecture
sectors to showcase properties and architectural designs. It lets users visualize and explore
virtual 3D models of buildings, apartments, and interior designs, helping potential buyers
or investors make informed decisions.
6. Industrial and Technical Applications: Arloopa can be used in industrial and technical
fields for training, maintenance, and remote assistance. It allows workers to access AR
overlays with instructions, diagrams, and real-time data visualization, improving
efficiency and accuracy in complex tasks.
Overall, Arloopa is designed to empower users to create, deploy, and experience
immersive augmented reality content across various industries, ranging from marketing and
education to entertainment and industrial applications.
In connection with the third feature of Arloopa, the teacher utilized their teaching
through this application. The teacher uses the feature “Animal” menu. Indeed, Arloopa has
various menus. They are Animal, Education, Art and Museum, Entertainment, Dinosaurs,
Masks, NFT, Join The Cause, Cultural Heritage and History, Virtual Tours, Characters, Games,
The Matrix, Science and Technology, Human, Fashion, Cars and Vehicles, Weapons and
Military, Architectural, Industrial, Furniture and Home, Share Love, Holidays, Food, Nature,
Offline Packages, and My Models. The teacher, here, uses the "Animal" menu rather than the
"Education" menu. This menu selection is based on the material the teacher will deliver to the
students.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
defined as text, video, application, and other materials that help learners meet learning objectives
(Nyoman et al. et al., 2021; Sidik, 2019).
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
the laptop display by pressing the Windows and K buttons. Then, a project to this laptop menu
appeared at the bottom right of the laptop, and the teacher clicked on the menu.
The windows directed the teacher to the projecting to this laptop menu, and the Launch the
Connect app to project to this PC option appeared. The teacher clicked on the command then
Windows displayed information about the Windows ID to use the cellphone to recognize the
identity of the laptop. This display also indicated that Windows was ready to accept display
connection connections.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
On the settings menu on the mobile phone, there was another wireless connection menu;
the teacher used this menu to connect the mobile phone display to the laptop display. The
teacher then clicked on the menu and would be directed to the screencast menu.
Screencast is a menu that can be used to display the cellphone screen on the screen of
another supporting device. This connection requires the user to activate the wireless connection.
Then, the teacher must activate the wireless connection on the cell phone and laptop.
Figure 5. Screencast menu
Authors’ collection
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
The teacher then clicked on the screencast menu and was asked to activate the menu.
When the menu was active, the cellphone would scan for the availability of a wireless display
connection, including the appearance of the laptop's ID. If the ID of the laptop used appeared,
the teacher could click on the ID to activate the display connection between the laptop and
cellphone.
When this connection was successful, the teacher opened the Arloopa application
installed on the cellphone. This application required an internet network. When the application
was open the teacher selected the animals menu. The animal's menu grouped many sub-menus
by animal types, such as birds, fish, reptiles, amphibians, mammals, arthropods, and mollusks.
Figure 6. Arloopa application in its menus.
Authors’ collection
Then, the teacher chose the sub menu mammals. The mammal sub-menu had various
mammals such as tapirs, deer, elephants, and kangaroos. The teacher chose a cat mammal
animal.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
When the cat icon was selected, Arloopa projected the camera on the target area, and a
virtual cat appeared along with the target image, which was the projection of the cellphone
camera. This virtual cat display was then forwarded to the laptop and forwarded to the LCD
projector.
Choosing a learning resource, in this case, is a virtual cat. The material, which was
underway, was descriptive text. The text describes something, someone, an animal, a place, or an
event based on its characteristics. The virtual cat was chosen because it looks like an animal but
is virtual. One item that can be used as the subject of a descriptive paragraph is an animal, and
virtual cats serve as a descriptive text object. This selection is connected with the material and
objective of the learning (Yilmaz & Goktas, 2018; Larasati et al., 2021; Maruf et al., 2022; Sidik,
2019).
Then, the teacher started delivering the material when the cellphone display had been
projected by the LCD projector on the screen. The teacher delivered the listening text to the
students, and the students paid attention to the descriptive text while they saw the appearance
of a virtual animal in their class.
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
In the next stage, the teacher asked several questions related to the text that had been
read. The students simultaneously answer the questions posed by the teacher. At the end of the
lesson session, the teacher asked students to rewrite the contents of the text that had been read
but still displayed the virtual animals described. At the end of the class, the teacher asked the
students to make their descriptive text by describing the object projected by Arloopa via LCD
Projector. The students are enthusiastic about doing that assignment. They can arrange sentences
describing things more easily than before.
Researchers who participated in the class activity found that students learned descriptive
text much better using Arloopa's AR learning media featuring virtual animals. Students see
virtual creatures as if they were real. It is straightforward to notice the characteristics of the
animal. How an animal's physical characteristics, such as headdress, skin color, and body shape,
can be seen. Virtual animal displays can help students arrange words into sentences that explain
animal objects. Using Arloopa for learning descriptive text can increase students' attention and
motivation in learning and also increase students' creative thinking. These findings were in line
with the work of other studies in the area of utilizing digital learning media (Hsiao et al., 2012;
Ivanova, 2011; Lam et al., 2018; Yilmaz & Goktas, 2018; Yu et al., 2018)
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Journal of Foreign Language Teaching and Learning
Volume 9, No. 1, January 2024
Available online at: https://journal.umy.ac.id/index.php/FTL/issue/view/1047
e-ISSN: 2580-2070, p-ISSN: 2527-7650
Arloopa can be used as digital learning media by utilizing the features in Arloopa. Descriptive
text is a text that depicts an object based on its appearance. This study aims to capture a portrait
of how English teachers use Arloopa's augmented reality as a learning medium in teaching
descriptive text material with sub-themes depicting animals.
Based on the discussion results, Arloopa can be a learning medium. Using Arloopa is
enough to drain the teacher's technological abilities if, in that class, students are not allowed to
bring cell phones. The teacher needs to connect the cellphone display to the LCD projector so
that all students can see the objects displayed by Arloopa.
This research provides a positive impact in the form of a portrait and insight for teachers
who want to utilize the technology of augmented reality Arloopa in their classroom instruction.
This research is limited to describing how Arloopa is used in learning descriptive texts in class
where students are not equipped with cell phones. Due to the limitation of the research, future
research may investigate how Arloopa is used in English classrooms where all students can hold
their cell phones and how the teachers' and students' voices on utilizing Arloopa in the English
classroom.
Acknowledgment
The study was conducted under personal funding. The authors would like to thank all parties
involved in the study.
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